i am maya user and these days see modo and mudobx
are they the same thing or which is good for maya or max molder
i alos know zbrush …
what is modo and what is mudbox ?
Modo is simular to lightwave in many ways but it is better. Modo is like an extension to lightwave. It excells where lightwave ends. It is much better at handling large volumes of polygons (millions). Althought, rendering is slow a bit slow, however, its UV wrapping is superior. Modo gets the job done.
Zbrush is another great app which is mostly use as a sculpting tool. Use alphas makes it easy to paint geometry right onto an exsisting mesh. A excellant tool to for detailing monsters and aliens. You gotta try Z-Spears.
Mudbox is not in the same category as the modelers above. Mudbox is a very basic - low end modeler that is comparible to milkshape and Animator 8. Too basic by my standards.
Mudbox is definitely not basic and not ‘low end’ at all. It is very simple, which is actually not a bad thing. Anyone can get familiar with it in a very short time and start working. It is highly specialized though, which means that the developers expect you to have access to another program(like modo for example) to create nice base meshes*. Mudbox is for sculpting and it does a very nice job at this. Especially if you have some real sculpting experience, you will love mudbox.
- You can of course also start from primitives, without importing basemeshes from another application. But if you want to go for extremly detailed sculpts, it’s much better to have a basemesh with a solid topology.
Often modo and Mudbox are used together. In this workflow, modo is commonly used to build a base mesh that one then adds high surface to in Mudbox. The resulting normal map can be re-imported back into modo if you want to, for example, produce a final rendering in modo.
Mudbox is more commonly compared to ZBrush. Often, these kinds of applications are referred to as “sculpting applications” as they rely on brush-based techniques that I suppose are more like sculpting than the process of moving vertices, edges etc. as you would in a traditional 3D modeling application.
Many artists today increasingly use multiple applications together to form their own customized “pipeline”. In some cases, applications overlap in functionality to some extent but are used for different aspects of workflow where the artist or designer prefers the user interface, performance or features of one over the other.
Bob
Hi Robert, thanks for jumping in. While we are talking about sculpting, are there any news about sculpting in Modo you could share with us?
I’ve seen a techpreview video some time ago which was really impressive. I’m curious how Modo will be able to displace the mesh in realtime . I understand if you can’t talk about this yet, but I feel I could question you anyway 
We are working on some new sculpting tools that will be part of modo but I cannot share more details at this time. We continue to try and improve both the precision and organic modeling capabilities of modo actually.
I see you are from Germany, maybe you will see me in a modo T-shirt in Stuttgart at fmx/07 May 3rd and 4th!
Bob
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.